Weaknesses

In addition to the 5 gold credit's your character gets during character creation your character may gain additional credits to spend by stacking themselves with weaknesses. Weaknesses are anything that can give your character a disadvantage in gameplay such as a loss of limb or a mental illness or even a weakness to a certain substance such as fire or silver or paper (these are just examples). If characters have weaknesses the storyteller should put the characters in situations where their weaknesses are exploited every chance the storyteller gets. Below one by one we have written down each of the weaknesses you may choose from and their descriptions, feel free to consult with the storyteller about making your own.

Addiction - + 1 Gold Credit (Per addiction)
The character selects an item from the drugs and alcohol list. The character needs that items effects to constantly be in effect (except when they are sleeping). If the character goes without the effects of that drug then the player must roleplay their character as though they where going through withdrawl symptoms (e.g. short tempered). For every hour for 2 weeks the character will become worse and worse. Also for every 2 hours that the character goes without their chosen their charisma is reduced by 1 point. This is negated once the character takes enough of their chosen addiction to make up for all of the time they went without. If the character goes without the chosen addiction for 2 weeks they will no longer have that addiction however next time they level up they will have 5 less credits than normal. The character does not roll for gold at the beggining of the game.

Amnesia - + 3 Credits
The character has no memory of their past. Often the Storyteller will decide what the characters past is adding in an element of surpise and adventure to the game.

Bad Luck - + 6 Credits
The storyteller will often re-roll the characters successful rolls.

Bad Reputation - + 4 Credits
The character does not have a bounty but is known otherwise as a bad person. Merchants may not trade with the character and people won't be friendly to the character.

Big Eater - + 1 Gold credit
The character needs twice the amount of nutritian each day.

Blind - + 10 Credits
The character is of course unable to see. This can be helpful as it means techniques that might blind and stun the character such as the solar flare technique will not work on them.

Bloodlust - + 12 Credits
Each time the character declares an attack on an opponent the character must roll a D10. On a roll of a 1 the character must attack their nearest allys for their next 2 moves. On a roll of a 2, 3 or 4 the character must attack the character who is closest to them for the next 3 moves. If any other character attacks this character this character must target that character for all attacks for the following 3 moves unless they are attacked by a different character in that time in which case the character attacks that character instead.

Bounty - Depends on the size of the bounty
All bounty's are rated between 1 Gold to 100 Diamond, depending on the size of the bounty the character will have different amounts of credits awarded to them and different consequences.
 * 1 - 10 Gold: If the character commits a crime and is captured by members of the law they will be charged with their previous crimes in addition to their current crimes. This offers the character 2 credits.
 * 11 - 30 Gold: If the character commits a crime and is captured by members of the law they will be charged with their previous crimes in addition to their current crimes. High up officials will recognize the character. This offers the character 4 credits.
 * 31- 50 Gold: If the character commits a crime they are garunteed jail time if they are captured by members of the law. High up and middle ranked officials will recognize the character and low ranked bounty hunters will be after the character, higher up bounty hunters still wont bother however. The character may be recognized by common citizens however this will happen relativly rarely. This offers the character 8 credits.
 * 51 - 99 Gold: If the character commits a crime they are definitly going to get jail time if they are caputered by members of the law. All members of the law will recognize the character. Middle ranked and low ranked bounty hunters will be after the character and most common citizens will recognize the character. This offers the character 15 credits.
 * 1 - 10 Diamond: If the character commits is caught by members of the law they will be sent to jail for around 50 years. The character is a known criminal most places they go. Middle ranked bounty hunters will be after them but low level bounty hunters will fear them. This offers the character 1 Gold credit.
 * 11-30 Diamond: If the character is caught by members of the law they will get a life sentance in prison. The character will have the law called on them in almost every town that they go to. Middle ranked and high ranked bounty hunters will be after them but low level bounty hunters will fear them. This offers the character 30 credits.
 * 31-60 Diamond: If the character is caught by members of the law they will get a life sentance in a high security prison. The character will have the law called on them allmost everywhere they go and will almost always have some figure of the law chasing after them. High ranked bounty hunters will be after them and middle ranked bounty hunters will attack but only in a large group. Low level bounty hunters will run the other way. This offers the character 2 gold credits.
 * 61-90 Diamond: If the character is caught by members of the law they will get the death penalty after serving a few years in a high security prison. The character will have the law called on them everywhere they go and will always have people chasing after them. Only high ranked bounty hunters will be after them and low and middle ranked bounty hunters will be scared of them. This offers the character 3 Gold credits.
 * 91-99 Diamond: If the character is caught by members of the law they will get the death penalty within the following week in which they will be tortured until then. The character will have the law called on them everywhere they go and they will have the most elite bounty hunters after them. High ranked bounty hunters will only attack while in a large group and middle and low ranked bounty hunters are scared of the character. This offers the character 4 Gold credits.
 * 100 Diamond or more: The character is considered a world threat. Almost everybody that the character comes across will almost definitly try to kill the character on sight. Every army in the world along with the most elite bounty hunters will chase the character to the death. This offers the character 5 Gold credits.

Can't or won't be in a moving vehicle - + 8 Credits
Just as the name sounds the character is unable to be in a vehicle that is currently opperating.

Clumsy - + 10 Credits
The character's senses are 1 and that cannot change. The player must play as a really unaware and clumsy character who constantly falls over himself and ruins the groups plans through nothing more than accedents. This is perfect for comic releif characters.

Compulsive Lier - + 4 Credit
The character will lie all of the time. Almost nothing that they say is trueful.

Cowardly - + 10 Credits
Each time the character comes across an enemy character whose level is equal to or higher than the characters level the character or comes across a group of lower level enemy characters equal to or higher than the characters level the character must roll a D10. on a roll of a 3 or lower the character will become afraid and run away. The character cannot resist intimidation.

Deaf - + 10 Credits
The character is unable to hear sounds. In some cases this weakness can actually come in handy, an example being if a character where to use a sound based power to attempt to put this character to sleep it wouldn't work.

Dumb - +10 Credits
The character is unable to speak and therefore is unable to use powers that require the character to speak.

Emotionless - + 10 Credits
The character has a charisma of 1, this cannot change. Also the character cannot use powers that rely on their emotions, an example being the character would not be able to turn into a tailed beast if they where a Jinchuriki by sub-type.

Enemies - + 8 Credits
A group or organization is hunting the character to arrest them or kill them.

Essential Device - + 5 Credits
The character needs a device or attatchment in order to stay alive or perhaps use their powers.

Glass Bones - + 10 Credits
The character's power is 1 and this cannot change. The character also get's status problems twice as easily.

Haunted - + 3 Credits
The character has something in their past that haunts them, for example they might have had their entire family destroyed. This might have some added reprecussions such as wanting to stick up for the underdog or hating villains.

Inability to swim - + 5 Credits
The character is unable to move while in the water. While in the water they will simply sink and are unable to make any moves including using powers. Another character is able to pull the character out of the Water.

Inner Conflict - + 3 Credit
The character is torn between 2 things that they care about, for example fulfilling their goal and obeying the law.

Insomnia - +12 Credits
The character does not need to sleep and cannot sleep however they get -1 to all stars.

Lawful - + 7 Credits
The character is unable to comit crimes, of course if they are unaware of the laws of the area they are in this is no longer true but once they find out about that law they will become unable to break them. The character will not be able to perform actions that are considered crimes in most areas, for example even if murder is not a law in a certain area the character will not be able to comit murder because they themselves would think of it as a crime. If the area they are in however is under the control of a villain of some respect and the laws are complelty evil, for example it is a law that you must kill fishmen on sight, the character may not obey these laws but this is at the storytellers discretion.

Looking adnormal - Depends how adnormal the character looks
The character will look different from how other members of their race look, for example a purple namekian. This makes them easier to distinguish in a crowd. The more adnormal the character looks the more they may be shunned by their pairs for their appearance.
 * L - + 5 Credits
 * Tein Shinhan - + 10 Credits.
 * Chaioutsu - + 15 Credits
 * Kisame - + 1 Gold Credits

Loss of Limb - + 5 Credits per limb
The character is missing either one of their arms or legs.

Low Pain Tollerance - + 10 Credits
The character takes double the amount of damage when they take damage.

Mental Health Issues - + 4 Credits (Per Issue)
The character has some form of mental disorder as in ADHD or Scitsophrenia.

Mentally Challenged - + 10 credits
The character has an intelligence of 1 and this cannot change. The player must roleplay the character as if the character was mentally retarded.

Mental Weakness - + 11 Credits
The character is unable to use or resist mental based techniques.

Minor Disablility - + 6 Credits (Per disablity)
The character needs glasses, a hearing aid or something of the like in order to see, smell, hear etc at full capability. That particular sense is treated as though the characters sense stat was only at level 1 unless they have aid.

Mortal Enemy - + 8 Credits
The character has a person that they are trying to kill.

Personality Issues - +3 Credits (Per Issue)
The character has some form of weakness in their personality, for example they may have a bad temper or they might be reakless. These can easily be exploited by enemies.

Phobia - + 5 Credits (Per fear)
The character chooses something to be deadly frightened of. If the character comes across that fear the player must roleplay their character appropriatly.

Powers are painful to use - + 14 Credits
Each time the character uses a power that would use their energy they lose health equal to the amount of energy that they used.

Restricted Sites - +6 Credits (Per site)
The character is unable to go to certain areas for one reason or another.

Restriction in movement - +8 Credits
The character is confined in movement, EG a wheelchair or walking stick.

Rival - + 8 Credits
During character creation the player and the Storyteller create a rival for the character. That Rival is always the same level as the character, ie the rival levels up at the same rate as the character does. The rival will appear frequently to challenge the character.

Single Minded - + 6 Credits
The character will do anything to fulfill their goal including destroy the other players characters.

Slow Learner - + 2 Gold Credits
The character must spend twice the amount of credits to buy a power.

Smelly - + 7 Credits
The character has hygine issues. They smell ad and will rarely bathe. People will avoid them and often they will be kicked out of places due to their smell. people can smell from from twice the distsance they normally would be able to.

Special Vulnrabilites - +5 Credits (Per Vulnrability)
The character has a weakness to something, for example fire or water. The character cannot defend against the chosen vulnrability.

Super Underdog - + 5 Gold Credits
The character is unable to buy any powers. The character cannot choose both this weakness and the weakness underdog.

Underdog - +1 Gold Credit
The character is unable to buy any energy draining powers. The character cannot choose both this weakness and the weakness super underdog.

Weakling - + 1 Gold Credit
The character requires twice the amount of experiance to level up.

Weak Willed - + 10 Credits
The characters willpower is 1 and this cannot change. If the character has an addiction they will not be able to ever lose that addiction. After doing any drug once the character will gain an addiction to that drug. The player must roleplay their character to easily fall into temptation.

Weighted - + 10 Credits
The characters speed is 1 and this cannot change.